Yes, the Rocker functions like any other SOp in that attachments will roll with it. The only time the attachments wouldn't follow is if you didn't allow them to through the Hold Position/Rotation check boxes.
So what would cause for effects to not show in field options for other effects? When going to select the value for Effect: Impact Effect within Impaler Tentacle L1 (Missile), I see no option for Impaler Tentacle L1 (Damage). I had this problem with another tutorial as well, where Site Operation (Local Offset) effects I created, were not selectable in the fields where other Local Offset effects could be chosen. I see Immortal - Phase Disruptors (Damage) and then Infested Marine - Infested Gauss Rifle (Damage), and Impaler Tentacle L1 (Damage) should be right inbetween them.
I have followed the tutorial verbatim. My map is like any map loaded with default dependencies. When creating effects, I only change what is suppose to be changed. Is this some sort of bug or am I not configuring the map the way I should be? It's kind of frustrating to not be able to finish a tutorial, let alone know that my own custom creations will be thwarted by this problem.
Do you have all 5 buttons enabled at the top of your editor?
I'm not sure what I am doing wrong here, I went through and read the replies you gave to people saying that the animation isn't lining up after they used an offset.
The same thing is happening to me but the attachment point seems animated with the unit because it works fine if there is no offset (also the attachment point moves with the unit in the previewer) but as soon as I add any offset it stops animating/scaling with the unit completely.
any ideas?
Edit: I am not sure if my problem is caused from a custom import
Also what I am trying to do is attach a helmet to a skeleton and move it up a little bit so that it looks better. I attached a map to show what I mean.
As best I can tell this issue is limited to custom models (like imported WoW models). I haven't done much work with complex attachments on important models so I'd need to look into this further before I can say for certain what is causing the issue.
I also have this problem, I used this tutorial as a basis in making a structure whith the attachment of a point defense drone. However, it does not matter how much I try I can not get it to spin or move. I did the same with a Science Vessel and it spins properly. I have revised this tutorial for days now copying it completly. All this in vain as the problem remains. Could you help me in any way?
If you're not using a custom model, I don't see a reason why you would have issues. I'd need more details or a copy of your map to know what, exactly, the problem is.
Huge update coming soon to round out the rest of the Actors. I'll also be creating catalogs for other ares of the Data Editor with a wide range of choices (IE Behaviors, Effects, Abilities etc). Look for these in the coming months.
I'm going to be spending the next month systematically replacing my tutorials (as needed) with updated versions and videos as time permits now that I've finally finished updating them. This update should fix several of the more recent problems you guys have encountered as a result of patches.
lol I didn't say anything wrong therefore only you posted a negative comment.
But you whine like a little girl hiding in a closet. You seem to lack a basic understanding of the search function. Your reading comprehension is also lacking if you thought dumping every thread into the same section (in particular this section) was the right place to go. We have CLEARLY labeled forum sections for questions and tutorials.
You're not going to get much sympathy until you learn some common sense.
Determines who sees the Alert and thus who can press spacebar or click on the Alert Icon.
Primary Actions +:
Determines what happens when a player presses spacebar or left-clicks on the Alert Icon. Enable View to center the screen when interacting with the Alert.
Secondary Actions +:
Determines what happens when a player right-clicks on the Alert Icon. Enable View to center the screen when interacting with the Alert.
The Token Fields at the top of the list on the right allow you to quickly link Effects to their respective Events. They use Bogus Effects as default values that you replace with your desired Effects. Think of them as "Cause and Effect" values.
You will usually only use the Attack Token or the Launch Token and Impact Token. You should never "need" to use all three together.
Attack Token:
"Effect without a Cause"
The Effect that triggers the Impact Model or Impact Map + in one-step Effect-Chains.
Example: Marine's Effect - Damage from weapon.
Launch Token:
"Cause and Effect"
The Effect that triggers the Launch Model or Launch Assets + at the beginning of an Effect-Chain segment.
Example: Marauder's Effect - Launch Missile from weapon launch.
Example: Mutalisk's Effect - Launch Missile at each weapon bounce.
Impact Token:
"Cause and Effect"
The Effect that triggers the Impact Model or Impact Map + at the end of an Effect-Chain segment.
Example: Marauder's Effect - Damage from weapon impact.
Example: Mutalisk's Effect - Damage at each weapon bounce.
Events +
The names refer to the order they appear on the list.
1st Default (Impact) Effect:
Effect.Bogus.Start - At Caster | From Effect Tree Descendant - Action Impact
Creates the Impact Model or Impact Map +. Bogus is replaced with the Impact Token's value.
2nd/3rd Default (Splash) Effects:
Effect.SplashDamage.Start - At Caster | From Effect Tree Descendant - Action DamageEffect.SplashDamage.Start - At Source | From Effect Tree Descendant - Action Damage
Creates the Damage Model or Damage Map +. This is only used if the Effect - Damage from the Attack Token or Impact Token has splash built into it.
4th Default (Attack) Effect:
Effect.Bogus.Start - At Caster - Create
Creates the Impact Model or Impact Map +. Bogus is replaced with the Attack Token's value.
5th Default (Launch) Effect:
Effect.Bogus.Start - At Caster - Create
Creates the Launch Model or Launch Assets +. Bogus is replaced with the Launch Token's value.
This is most commonly caused by a problem in the Art - Missile field. Specifically, the custom radial button is selected instead of the actor radial button.
Actor Radial Button:
This is the one you want to use. Find the appropriate Missile Actor on the list and this "should" correct the issue.
Alias Radial Button:
I don't recommend using this. Aliases are typically used to select a range of data objects as in the case of _Missile or _Unit. Great for various types of attachments. Not so great for selecting the Missile Actor.
System Radial Button:
I don't recommend using this either. Most of the values on the list will cause problems as the product derived from whatever value you choose is highly likely to pick an Actor that isn't compatible.
Reference Radial Button:
Another option you should avoid. As with the previous two, this looks for an Actor by reference based on the chosen value rather than using a specific Actor.
Custom Radial Button:
I honestly couldn't tell you what this does. If you're using this, chances are your Action Actor is broken.
It is important to note that these fields reference Actors and NOT Models. Thus if you use these fields you must pick Actors that create Models. A Site Operation Actor wouldn't work in these fields despite being allowed to pick them.
Launch Assets +, Impact Map + and Damage Map + skip Actors and use Models directly. They require less work but restrict customization.
Art - Beam:
Links the Beam Actor that will be created for the Action Actor.
Example: Colossus beams.
Art - Container Model:
Links the Model Actor that will be used in the place of Launch Assets + when the Unit that creates it is garrisoned.
Example: firing from a Bunker.
Art - Impact Model:
Links the Model Actor that will be used in the place of Impact Map +.
Example: explosion from impact.
Art - Impact Model Reaction:
Links a Model Actor that will be created in addition to the Impact Model or Impact Map +. This is only created if the target reacts to the attacker. Thus this usually only shows up when attacking enemy players while not showing up when attacking yourself or allies.
Example: adding effects when attacking enemies without requiring a Switch or Validator.
Art - Launch Model:
Links the Model Actor that will be used in the place of Launch Assets +.
Example: muzzle flash on a Marine's weapon.
Art - Missile:
Links the Missile Actor that will be created for the Action Actor.
Example: Marauder missiles.
Art - Shield Flash Type:
Determines how the target's shields will respond.
Facer: triggers shield ripples facing the attacker. Header: triggers shield ripples facing the attacker and angled upwards. Full: triggers full sphere shield ripples. None: doesn't trigger shield ripples.
Art - Shield Ripple Scale Factor:
Determines the magnitude of shield ripples.
Combat - Damage Model:
Links the Model Actor that will be used in the place of Damage Map +.
Example: blood splats from splash damage.
Combat - Damage Model Reaction:
Links a Model Actor that will be created in addition to the Damage Model or Damage Map +. This is only created if the target reacts to the attacker. Thus this usually only shows up when attacking enemy players while not showing up when attacking yourself or allies.
Example: adding effects for splash damage to enemies without requiring a Switch or Validator.
Unit Actor
Art - Model: the Model shown when not overridden by the exceptions below.
Art - Model (Build): the Model shown while under construction
Art - Model (Editor): the Model shown after being placed in the editor.
Art - Model (Placement): the Model shown when being placed in the editor and in-game.
Art - Model (Portrait): the Model shown in the portrait window.
Combat - Death Actor Model: the Model used for death.
You did see that patch 1.4 went live. . . right? Did you see how many changes we got?
They are just as aware of the custom mapping scene as they are of E-sports. The difference is that they require completely different approaches given the massive disparity between how people view eSports and Modding.
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Yes, the Rocker functions like any other SOp in that attachments will roll with it. The only time the attachments wouldn't follow is if you didn't allow them to through the Hold Position/Rotation check boxes.
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Do you have all 5 buttons enabled at the top of your editor?
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As best I can tell this issue is limited to custom models (like imported WoW models). I haven't done much work with complex attachments on important models so I'd need to look into this further before I can say for certain what is causing the issue.
If you're not using a custom model, I don't see a reason why you would have issues. I'd need more details or a copy of your map to know what, exactly, the problem is.
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Huge update coming soon to round out the rest of the Actors. I'll also be creating catalogs for other ares of the Data Editor with a wide range of choices (IE Behaviors, Effects, Abilities etc). Look for these in the coming months.
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Sounds like your impact/launch location/target is screwed up. The effect is using global coordinates instead of unit facing in your case.
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I'm going to be spending the next month systematically replacing my tutorials (as needed) with updated versions and videos as time permits now that I've finally finished updating them. This update should fix several of the more recent problems you guys have encountered as a result of patches.
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That explains who's holding the camera for all of Rodrigo's videos. . .
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Locking this thread. It's pretty obvious the OP is either trolling or doesn't really care to listen to the advice being given to him.
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But you whine like a little girl hiding in a closet. You seem to lack a basic understanding of the search function. Your reading comprehension is also lacking if you thought dumping every thread into the same section (in particular this section) was the right place to go. We have CLEARLY labeled forum sections for questions and tutorials.
You're not going to get much sympathy until you learn some common sense.
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For the low, low price of $5,999. . . .
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[DATA] Alerts - "How do I center the screen on an Alert with spacebar?"
(Return to Index)
Alerts Tab
Display +:
Determines who sees the Alert and thus who can press spacebar or click on the Alert Icon.
Primary Actions +:
Determines what happens when a player presses spacebar or left-clicks on the Alert Icon. Enable View to center the screen when interacting with the Alert.
Secondary Actions +:
Determines what happens when a player right-clicks on the Alert Icon. Enable View to center the screen when interacting with the Alert.
(Return to Index)
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[DATA] Actors - "What are the Bogus Effects in an Actor's Events?"
[DATA] Actors - "Why do Action Actors reference splash damage?"
(Return to Index)
Action Actor
The Token Fields at the top of the list on the right allow you to quickly link Effects to their respective Events. They use Bogus Effects as default values that you replace with your desired Effects. Think of them as "Cause and Effect" values.
You will usually only use the Attack Token or the Launch Token and Impact Token. You should never "need" to use all three together.
Attack Token:
"Effect without a Cause"
The Effect that triggers the Impact Model or Impact Map + in one-step Effect-Chains.
Example: Marine's Effect - Damage from weapon.
Launch Token:
"Cause and Effect"
The Effect that triggers the Launch Model or Launch Assets + at the beginning of an Effect-Chain segment.
Example: Marauder's Effect - Launch Missile from weapon launch.
Example: Mutalisk's Effect - Launch Missile at each weapon bounce.
Impact Token:
"Cause and Effect"
The Effect that triggers the Impact Model or Impact Map + at the end of an Effect-Chain segment.
Example: Marauder's Effect - Damage from weapon impact.
Example: Mutalisk's Effect - Damage at each weapon bounce.
Events +
The names refer to the order they appear on the list.
1st Default (Impact) Effect:
Effect.Bogus.Start - At Caster | From Effect Tree Descendant - Action Impact
Creates the Impact Model or Impact Map +. Bogus is replaced with the Impact Token's value.
2nd/3rd Default (Splash) Effects:
Effect.SplashDamage.Start - At Caster | From Effect Tree Descendant - Action Damage Effect.SplashDamage.Start - At Source | From Effect Tree Descendant - Action Damage
Creates the Damage Model or Damage Map +. This is only used if the Effect - Damage from the Attack Token or Impact Token has splash built into it.
4th Default (Attack) Effect:
Effect.Bogus.Start - At Caster - Create
Creates the Impact Model or Impact Map +. Bogus is replaced with the Attack Token's value.
5th Default (Launch) Effect:
Effect.Bogus.Start - At Caster - Create
Creates the Launch Model or Launch Assets +. Bogus is replaced with the Launch Token's value.
(Return to Index)
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[DATA] Actors - "Why is my Missile firing from the Unit's Origin?"
(Return to Index)
Action Actor
This is most commonly caused by a problem in the Art - Missile field. Specifically, the custom radial button is selected instead of the actor radial button.
Actor Radial Button:
This is the one you want to use. Find the appropriate Missile Actor on the list and this "should" correct the issue.
Alias Radial Button:
I don't recommend using this. Aliases are typically used to select a range of data objects as in the case of _Missile or _Unit. Great for various types of attachments. Not so great for selecting the Missile Actor.
System Radial Button:
I don't recommend using this either. Most of the values on the list will cause problems as the product derived from whatever value you choose is highly likely to pick an Actor that isn't compatible.
Reference Radial Button:
Another option you should avoid. As with the previous two, this looks for an Actor by reference based on the chosen value rather than using a specific Actor.
Custom Radial Button:
I honestly couldn't tell you what this does. If you're using this, chances are your Action Actor is broken.
(Return to Index)
0
[DATA] Actors - "What are all of the Art - [NAME] fields for?"
[DATA] Actors - "What does Model Reaction do in Impact Map +?"
(Return to Index)
Action Actor
It is important to note that these fields reference Actors and NOT Models. Thus if you use these fields you must pick Actors that create Models. A Site Operation Actor wouldn't work in these fields despite being allowed to pick them.
Launch Assets +, Impact Map + and Damage Map + skip Actors and use Models directly. They require less work but restrict customization.
Art - Beam:
Links the Beam Actor that will be created for the Action Actor.
Example: Colossus beams.
Art - Container Model:
Links the Model Actor that will be used in the place of Launch Assets + when the Unit that creates it is garrisoned.
Example: firing from a Bunker.
Art - Impact Model:
Links the Model Actor that will be used in the place of Impact Map +.
Example: explosion from impact.
Art - Impact Model Reaction:
Links a Model Actor that will be created in addition to the Impact Model or Impact Map +. This is only created if the target reacts to the attacker. Thus this usually only shows up when attacking enemy players while not showing up when attacking yourself or allies.
Example: adding effects when attacking enemies without requiring a Switch or Validator.
Art - Launch Model:
Links the Model Actor that will be used in the place of Launch Assets +.
Example: muzzle flash on a Marine's weapon.
Art - Missile:
Links the Missile Actor that will be created for the Action Actor.
Example: Marauder missiles.
Art - Shield Flash Type:
Determines how the target's shields will respond.
Facer: triggers shield ripples facing the attacker.
Header: triggers shield ripples facing the attacker and angled upwards.
Full: triggers full sphere shield ripples.
None: doesn't trigger shield ripples.
Art - Shield Ripple Scale Factor:
Determines the magnitude of shield ripples.
Combat - Damage Model:
Links the Model Actor that will be used in the place of Damage Map +.
Example: blood splats from splash damage.
Combat - Damage Model Reaction:
Links a Model Actor that will be created in addition to the Damage Model or Damage Map +. This is only created if the target reacts to the attacker. Thus this usually only shows up when attacking enemy players while not showing up when attacking yourself or allies.
Example: adding effects for splash damage to enemies without requiring a Switch or Validator.
Unit Actor
Art - Model: the Model shown when not overridden by the exceptions below.
Art - Model (Build): the Model shown while under construction
Art - Model (Editor): the Model shown after being placed in the editor.
Art - Model (Placement): the Model shown when being placed in the editor and in-game.
Art - Model (Portrait): the Model shown in the portrait window.
Combat - Death Actor Model: the Model used for death.
(Return to Index)
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You did see that patch 1.4 went live. . . right? Did you see how many changes we got?
They are just as aware of the custom mapping scene as they are of E-sports. The difference is that they require completely different approaches given the massive disparity between how people view eSports and Modding.